#pragma once
#include "enemy.h"
#include "../DeadlyShadowsLastHope/Game.h"
#include "../DeadlyShadowsLastHope/MessageSystem.h"
#include "../AnimationManager.h"
#include "../DeadlyShadowsLastHope/EventSystem.h"

class CBossStage2 :
	public CEnemy
{
public:
	CBossStage2(void);
	~CBossStage2(void);

//Inherited from CEntity///////////////////////////////
	virtual void Update	(float fElapsedTime);
	virtual void Render	(void);
	virtual RECT GetRect(void) const;
	virtual bool CheckCollision( IEntity* pOther );
///////////////////////////////////////////////////////
		//SGD Wrappers
	CSGD_Direct3D*			m_pD3D;
	CSGD_XAudio2*			m_pXA;
	CSGD_TextureManager*	m_pTM;
	CMessageSystem*			m_pMS;
	CAnimationManager*		m_pAM;
	CEventSystem*			m_pES;

	CAnimationMenu			m_cAniInfo;	

		//Inherited from CEnemy
	virtual void HandleEvent(CNEvent* pEvent);
	bool Init(CEntity* pTarget,int x,int y,int speedset);
	//Getters & Setters
	void SetHealth	(int nHealth){ m_nHealth = nHealth; }
	bool GetFacing	(void){ return m_bFaceing; }
	void SetFacing	(bool face){ m_bFaceing=face; }
		int GetHealth(void){return m_nHealth;}
protected:
	bool		m_bFaceing;
	int			m_nHealth;
	float		m_fTimer;
	float		m_fAttackTimer;
	bool		m_battack;
	CEntity*	m_pTarget;
	int m_nSpeedoffset;
};

